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“To get to sleep I keep telling myself there is no such thing as giant spiders.  I’d even half believe it myself if not for the one staring at me through the window.” - Lady Bell at the dig site

Hi Everyone!
A short recap this week as we're busy working with any issues that have arisen from the update. We'll continue to keep an eye out for them as they pop up over the weekend and address them accordingly

 

but first!

 

Patch Notes

Quote

This update marks a major client change, which unfortunately means the legacy client will no longer connect. We will continue to work with reported issues with the stable client to ensure the smoothest gameplay possible. If you are encountering issues with the stable client please use the low memory client.

  • New: Added Wagoner for bulk deliveries.
    • The wagoner will use the highway system to deliver bulk goods across a server.
    • Players may either hire a public wagoner, or purchase a wagoner contract for 15 silver from a trader
    • For more information, check the wurmpedia entry for Wagoners: https://www.wurmpedia.com/index.php/Wagoner
  • New: Archaeology and Restoration
    • Players can now investigate tiles with a trowel to find fragments of items
    • Investigating on old disbanded settlements has a chance to yield unique items
    • Unidentified fragments will need to be identified with the use of a chisel or metal brush
    • Each identify action will reduce the weight of the fragment.
    • Once the fragment weight is equal to the weight of the fragmented item, the fragment will become a fragment of the item.
    • Using the correct tool to identify will increase the amount of weight lost each action
    • Fragments can then be combined with fragments of the same item until the complete item is made.
    • New keybinds: INVESTIGATE, IDENTIFY and COMBINE_FRAGMENTS
  • Premium payment option changes
    • First time premium for new players has been reduced to 2 silvers.
      • Note: This no longer includes the referral and 2 silver cash back and a later purchase through the shop will not include a referral or 2 silver cash back.
      • Premium purchases via the shop for first time premium has not changed and will still give the referral and ingame silver cashback
    • Added a 15 day premium purchase option for 5 silver.
  • New:  You can now re-pave a highway tile without having to destroy catseyes and waystones and disrupting the valid highway.
    • NOTE over 20 body strength will be necessary for this
    • Permissions are required to do this on deed and in perimeters.
    • You can also pave bridge parts when they are part of a highway, also can be repaved once paved.
  • New:  In addition to renaming the shelves in the Bulk Storage container unit, you can now also rename the shelves of the larder and the large storage unit.
  • New:  Mine door graphics have been improved and mine door animation has been added.
    • Placing a mine door will now level the upper border of the mine entrance to the lowest side.
    • If the border is shared with a fence or house it will remain uneven.
    • The top border will need to be flat in order to have opening animation
    • If top border is uneven the new textures will show, but opening animation will not.
    • Mine doors can now be removed with the use of a crowbar.
      • To remove a mine door you must be the owner, or have the manage item permission.
  • New: Bulk-to-bulk transfers
    • Amount transferred is depending on your strength in relation to the weight of the item type you’re transferring. If you can carry 20, you’ll move 20 at a time. If you can carry (the weight of) 2000, you’ll transfer 2000 at a time.
    • Take note that the carry weight respects how much you’re currently carrying in your inventory.
    • The action ‘ticks’ once every second, so it’s not a long wait.
    • Multiple actions of transferring can be queued.
    • The action is triggered by dragging a bulk item from one bulk container to another, you will have the regular bulk item transfer options (default numbers up to 50), MAX, or entering a number in the text field at the top. If you have 500 iron lumps, but only want to transfer 430, enter the number in the text field.
  • Face shots will now take head armour as the armour value.
  • Added iron plate armour
    • Base damage reduction rate of 63% on Freedom and 65% on Epic.
  • Meditation path level up cooldowns have been lowered and the cap has been reduced from 24 days to 18 days
    • Level 1: 12h
    • Level 2: 1 day
    • Level 3: 2 days
    • Level 4: 4.5 days
    • Level 5: 8 days
    • Level 6: 12.5 days
    • Level 7+: 18 days
    • If your Meditation skill is higher than current level x 15 the cooldown timer will be halved (e.g. If you have higher than 45 Meditation, the time between level 3 and 4 will be 2.25 days instead of 4.5 days.)
  • New: Creature movement overhaul has now been introduced to all servers.

 

  • Bugfix: Dug up artifacts will have the correct number of charges (30) as recharged artifacts.
    • WARNING:This affects all artifacts not in ground, dug up artifacts before this patch will need recharging before the older 4 month time and the charges on the artifact will be reduced to 30 if they have more than 30 charges remaining when they are picked up.
  • Bugfix: Can now eat from nested containers with the proper permissions on the locked container.
  • Bugfix: Fixed issue preventing planting catseyes (and waystones) under bridge entrances.
  • Bugfix: Removed creator tag on a few bulk food items that should not have had tags at all.
  • Bugfix: Inventory groups will no longer be able to destroy floors or take damage from that action.
  • Bugfix: Timers for flattening and leveling tile borders have been corrected.
  • Bugfix: Mining timers should now scale properly starting at 25s at level 1.
  • Bugfix: Dye text will once again be the same tint as the dye color.

Epic Only Changes:

  • Players using an Epic Portal from Freedom servers will now transfer across to Epic with their skills.
    • If a player has already been on Epic, only the skills from Freedom that are higher at the time of the transfer will carry across. Skills that are higher on Epic will be unchanged.
    • Higher skills from Freedom will only overwrite the Epic skill if the Epic skill does not currently have the 3x regain rate (i.e. skill has not been recently lost).
  • Changes to base damage reduction rates for armours:
    • Leather from 45% to 60%
    • Studded from 50% to 62.5%
    • Chain from 55% to 62.5%
    • Cloth from 35% to 40%
    • Drake, Scale and Plate no changes (65%, 70%, 65% respectively)
  • Changes to metal type damage reduction bonuses for armours:
    • Glimmersteel and Seryll from 10% to 5%
    • Steel from 2% to 2.5%
  • Changes to movement speed modifiers from wearing armour:
    • Plate armour should be slightly faster when worn now.
    • Lowered the movement speed reduction from all helms.
    • Glimmersteel and Seryll armours now have a 10% movement speed bonus.
    • Adamantine armours now have a 5% movement speed bonus.
  • Changes to damage type damage reduction modifiers on armours (lower % means less effective against that damage type, 100% = no modifier):
    • Leather: 90% vs bite, pierce and acid; 110% vs slash and burn damage; 100% vs others.
    • Studded: 90% vs slash and acid; 105% vs bite; 110% vs pierce and cold; 100% vs others.
    • Chain: 92.5% vs pierce and cold; 107.5% vs bite, crush and burn; 100% vs others
    • Plate: 95% vs crush and burn; 105% vs bite, slash and acid; 100% vs others.
    • Cloth: 80% vs bite, slash and burn; 120% vs crush and cold; 100% vs others.
    • Drake: 95% vs slash and acid; 105% vs crush and cold; 100% vs others.
    • Scale: 95% vs crush and cold; 105% vs pierce and burn; 100% vs others.
  • Changes to how Bloodthirst scales damage at higher powers:
    • Bloodthirst damage bonus has now been reduced to 33% of weapon damage at 10,000 power
    • Bloodthirst power gain no longer slows down after 5,000 against creatures.
  • Locate Soul range has been reduced to 200 tiles. Beyond that range you will receive the message “No such soul found”.
  • Upkeep costs for Spirit guards on Epic servers will now scale according to how many you have, starting at 1 silver per month for the first guard, and increasing by 50 coppers more than the previous guard
    • 1 guard 1 silver upkeep
    • 2 guards 2.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver)
    • 3 guards 4.5 silver upkeep (1st guard 1 silver, 2nd guard 1.5 silver, 3rd guard 2 silver)
  • Oakshell changes:
    • Oakshell now properly slows a mount based on power of cast
    • A cast of under 70 power will give the creature a rare glow, a cast of over 70 will show a supreme glow.
  • Players in mines will only have a 20 tile (radius) local visibility both below and above ground, so no more hiding in mines to spy on a 80 tile above ground local.
  • Travelling through an epic portal will generate sleep bonus on the server you left at the same rate of sleeping in a bed
  • Kingdom influence on Epic servers will now update dynamically when towers are captured or destroyed without needing a restart.
  • Scale and drake armour will no longer drop upon leaving the world.
  • New skillgain system on Epic Servers
    • Actions will now be 2x faster than actions on freedom
    • Skillgain has also been doubled.
    • Skillgain will occur upon completing actions successfully
    • Creation actions will give less skill per action
    • Skillgain will have a bonus if the action difficulty is close to players skill.

Player Gods

  • Once a player has ascended to demigod status, they still control a random hex, allied to the god that favours their kingdom and hostile to others. Being defeated in combat will remove them from the board.
  • If their god wins and can promote an ally, the player god will ascend to godhood and become a full god.
  • The player god is then removed from the Valrei board, but still is allowed followers, priests and a spellbook, they will no longer move on the valrei map or give missions.
  • Deity statistics have been changed from Vitality and Strength to:
    • Body Strength, Body Stamina, Body Control, Mind Logic, Mind Speed, Soul Depth, and Soul Strength

Deity Fights

  • When gods meet on the same tile they will move into a smaller hex map for the fight. Fights can be viewed and replayed from the valrei map
  • When fighting, gods may perform different actions, and favour those more suited to their stats
  • Ranged attack – Body stamina, Body control
  • Spell regeneration – Mind logic, Mind speed
  • Melee attack – Body strength, Body control
  • Defence (passive) – Body strength, Body stamina
  • Deity spellcasting – Soul strength, Soul depth
  • Sorcery spellcasting – Mind Logic, Soul depth
  • Spell defence (passive) – Mind speed, Soul strength

Mission Difficulty

  • Missions will now generate on a difficulty scale, with higher difficulty missions providing more scenario points, sleep bonus, and karma.
  • Current mission difficulty, available sleep bonus and karma can be viewed in the mission details window
  • For each successful mission completed, the difficulty will go up by 1 for the subsequent mission.
  • Failing or not completing a mission will lower the difficulty of the next mission by 2.
  • If a follower of another god sabotages a mission that is possible to sabotage (e.g. cutting down a tree), the mission will be failed and lower the difficulty of the next mission by 2.
  • Mission types are separated by difficulty, with home servers getting easier missions, and enemy servers getting harder missions.
  • Sleep bonus is now divided amongst participants similar to how karma is
  • Successfully completed missions will also provide boosts to deity stats. If a deity wins the scenario they will keep the boosted stats into the next scenario.

Mission Changes

  • New mission types
    • Destroy guard tower in enemy territory
    • Sacrifice creatures
      • This will require lowering the creatures health and then using a sacrificial knife on the creature in the corresponding gods domain,
    • Kill tower guards
  • Changed mission types
    • Missions involving creatures to be killed or sacrificed will now spawn those creatures specifically for the mission..
    • Traitor mission creatures will be marked with a special effect and will also have oakshell.
    • Trees marked for a mission will now have a special effect.

Scenario Rewards

  • Rewards from completing scenarios will now be split across three tiers
    • Tier 1 (1 winner): top 20% of contributors – random single use tome.
    • Tier 2 (3 winners): Top 50% of contributors – 3 random tome fragments
    • Tier 3 (5 winners): entire pool of contributors – Seryll lump or random tome fragment
  • If a player has already won a reward, they cannot win again in that scenario reward pool.
  • Tier 1 winners that are also in the top 5% of contributors will have a small chance to win a huge egg or key to the heavens instead of the single use tome.
  • Deity rewards upon a scenario win have been changed slightly to take into account the new skills used in fights, and more balanced rewards.
 

Skillgain on epic
with the change of the skilling system on epic many are reporting lower tick sizes. This is to be expected to a degree as tick frequency has increased, but we'll continue to look over it all and make tweaks as necessary.

 

This is an ongoing thing, and may take a few updates to get to a point where it's where we want it, we'd rather not overshoot and have skillgain far too high, forcing us to reduce it and cause further issues down the line. We'll be looking at it over the weekend with changes coming for it fairly soon

 

Low memory client

We're aware of the issues the low memory client is having, and are looking at getting it up and running again. We expect to have this out by some point during the weekend.

 

Epic to freedom transfers
Unfortunately we had to delay the epic to freedom transfers, but they will be our next focus, with the launch of that happening within the next few days. Once this has been ensured to work smoothly we';ll be doing an update to make the necessary adjustments to skill and players should be able to cross freely and easily.

 

Wagoner contracts
One thing we encountered that we didn't expect is wagoner contracts not appearing on existing traders. We'll be looking at addressing this for existing traders, but in the meantime have reset the traders at start deeds to stock the contracts, so if you want to grab one, head down to your local starter deed and pick it up! 

 

We'll be keeping our eyes out for issues to address, so we may need to hotfix at some point over the weekend, depending on any issues we encounter, but will continue to work on ensuring that we can pack as much into them as possible, limiting issues and downtime for you all to enjoy the new features! 

 

Until then though, thank you for all your support and patience while we iron out the greenish code bugs from this update, and as always, keep on wurming! 

Retrograde & the Wurm team

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New: Creature movement overhaul has now been introduced to all servers.

 

Sorry I don't complain on forums but I left Cele because of the new creature movement.

 

Now its on every server its a game killer for me it really drives my bonkers having my horses in fences and walls  

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Since I'm finding it very difficult this morning to express myself on this subject without resorting to profanities, at this time I'm just going to say........

 

Please revert the creature movement.

 

 

edit:  I'll just leave this here since it's now in a position to be buried within a few days....  

 

 

 

Edited by Amadee
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There is an easy fix to the skill gain. Just roll it back to the way it was. You guys were warned about the issues and decided to proceed anyway. At least attempt to do some adequate testing before you implement things. This was a disaster.

 

As far as the creature movement goes. Roll that back too. This is a failure of service and a waste of our premium time.

 

 

 

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yeah, animals in pens look very very rediculous being all ober the place and pressed into the fence (corners)

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20 minutes ago, Dorf said:

New: Creature movement overhaul has now been introduced to all servers.

 

Sorry I don't complain on forums but I left Cele because of the new creature movement.

 

Now its on every server its a game killer for me it really drives my bonkers having my horses in fences and walls  

 

I noticed this as well.  Sometimes you cant really tell which pen the horse is in when it is standing inside the fence shared by two pens.  This should really be looked at soon.

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I agree with the above posters.

The update is mostly great, but the creature movement code shouldn't have been deployed to all servers in its current state, all my animals looks like they are halfway through fences, and I just have one large pen!

 

It won't be long before the first reports of creatures escaping through fences will come in, I had 2 creatures come through solid house walls from a cliffside before this patch, so I have no faith that animals will stay penned up.

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I very much like the skillgain framework in which actions reliably provide skill on use; a lot more things make sense and are less frustrating for newbies (I can actually skill shieldbashing by using it, who'd a thunk it!). I was, however, expecting overall gain to be -four times- faster. :) The current status where it's actually -slower- seems very odd.

 

Specifically, we were told that developers were implementing 2x action speed and 2x skillgain, which sounds like 4x the skillgain we had -before- the update (and I think we all thought that), but what I'm hearing now is that the 2x skillgain was actually what we already had, and the developers attempted to keep skillgain exactly the same despite the 2x action timer speed and the higher percentage of successful ticks, by making each tick worth a lot less.

 

If nothing else, that's really confusing communication, because even if the developers didn't implement skillgain the way they intended, -what- they intended to implement wasn't understood by any of the players commenting on the previous Valrei Internationals, as far as I can tell (including me).

 

But, if developers didn't intend to speed up skillgain at all, I'm lost: I thought the fundamental idea was to make it easier for newbies to catch up. What did I miss? Are all the low skillgain reports from players levelling on the slow side of the Curve, and we haven't seen players reporting faster gains on the fast side?

 

Again, though, if the Curve were intensified on the back end to provide faster levelling on the front, I had no idea that was coming based on the previous releases. It just sounded like we could expect 4x net gains over what we had, not less. :P

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I'll add that there's an easy fix for Faith, Meditation, and Lockpicking: take them off forced skillgain delays, and let players simply grind the skills. Maybe increase the action timers to compensate a little.

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I cant fathom why you would implement a broken mechanic that has been reported broken since its insertion to the rest of the clusters. I mean, you know its broken, we already told you numerous times. Horses inside fences is not cool. What made you guys go with its current state?

 

You release a good update, but you HAD to intentionally screw it up somewhere, didn't you? Go test your terrible mechanic somewhere else, will you? We dont pay for a beta product. Stop testing on the live servers!

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Quote

 

Premium payment option changes

  • First time premium for new players has been reduced to 2 silvers.
    • Note: This no longer includes the referral and 2 silver cash back and a later purchase through the shop will not include a referral or 2 silver cash back.
    • Premium purchases via the shop for first time premium has not changed and will still give the referral and ingame silver cashback
  • Added a 15 day premium purchase option for 5 silver.

 

 

 

 

I can see many people using 2s throwaway alts for drain hide and scale drops...  more unique drama upcoming!

15days prem for 5s is nice, but could be used as 2s one

 

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2 hours ago, Amadee said:

 

Since I'm finding it very difficult this morning to express myself on this subject without resorting to profanities, at this time I'm just going to say........

 

Please revert the creature movement.

 

 

edit:  I'll just leave this here since it's now in a position to be buried within a few days....  

 

 

 

+1 this notion.

Revert it back to '09, when the silly creature AI didn't exist. These problems didn't exist back in the day because there was none of this fleeing nonsense. 

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Does creature movement changes effect how uniques spawn or move? If so, let’s get a reset of uniques currently living!

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I have never seen so much broken content since I started playing.

 

Count on the majority of these issues not getting resolved as the previous bugs still exist for all the other content that has been added for the past 3 or so years.

 

There is this system other games use on new content, it is called Testing, maybe look into that and give it a try.

 

mine door animations - nope

animal movement - yes (to all the wrong places)

wagoneer contracts - nope (on select few traders now)

glitches with bulk transfers

glitches with fragments

bugs in skill transfers to epic

bugs with missions on freedom

un-announced removal of the legacy client 

loss of the low memory client

 

I am sure there is more than I have mentioned, this ruins the entire experience of enjoying new content.

 

 

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10 minutes ago, JakeRivers said:

I have never seen so much broken content since I started playing.

 

Count on the majority of these issues not getting resolved as the previous bugs still exist for all the other content that has been added for the past 3 or so years.

 

There is this system other games use on new content, it is called Testing, maybe look into that and give it a try.

 

mine door animations - nope

animal movement - yes (to all the wrong places)

wagoneer contracts - nope (on select few traders now)

glitches with bulk transfers

glitches with fragments

bugs in skill transfers to epic

bugs with missions on freedom

un-announced removal of the legacy client 

loss of the low memory client

 

I am sure there is more than I have mentioned, this ruins the entire experience of enjoying new content.

 

 

 

Also don't forget that emotes no longer work.  

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4 hours ago, Retrograde said:

New: Creature movement overhaul has now been introduced to all servers.

 

Ok so... What is it? I see New: Creature movement overhaul...  I see tons of complaints and comments that creatures are stuck in fences and warnings that creatures will soon begin getting out of fences. But I do not see any description about what the change is.

 

So I ask. What is this Creature movement overhaul thing the developers love so much? I mean, in so far as what is the change? I see there has been a creature movement overhaul installed and the players don't seem to like it much. But besides that.. what did the change do?

 

Thanks for your time :-)

 

TeeeBOMB

 

Ok the following link was given to me from GL Freedom chat (thanks Thibbledorf o7 ):

 

 

Edited by TeeeBOMB
found link

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Love the archaeology, it appeals to my not so hidden history nerd tendencies. But plllllleeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaassssssseeeeeeeeeee revert the animal movement thing! My chickens are traumatised, and all my horses have forgotten the laws of physics. Sad Olaf is sad.

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So, no mention of the window of opportunity created when the Devs initially released the update with 4x Skillgain on the Epic servers?

 

Did you not listen when this was pointed out in a pretty big thread in town square (that Retrograde himself replied in several times)?

On 10/30/2017 at 9:28 AM, BrokenSanity said:

Remember, Epic already has increased skillgain (2x) and the curve to assist new players in starting the game.

 

23 hours ago, DevBlog said:
  • Skill multiplier on Epic has been reduced to 1x, as it already receives 2x from being Epic

What a surprise!

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Ah one more on the missions, the decision to end sleep bonus as a reward is a pathetic decision. I enjoyed doing the odd mission for the karma and sleep bonus, a lot of these will now be pointless to complete.

 

 

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5 hours ago, Retrograde said:

Sleep bonus is now divided amongst participants similar to how karma is

 

lol why? Why nerf this. What is happening over there? This is evil. A spare little bit of sleep bonus for participating in a mission.. you take that away? *shakes his head* I can not not make this make sense.

 

Are you just mad at us?

 

Nothing in my brain comes to me to explain this. I will say it. Dum.

 

Dum dum dum dum dum.. Unless there is more to follow. Some explanation? It just seems dum to me to take this feature and trash ur own mission system. Did anyone think this out?

 

Just wondering.

 

Bewildered.

 

(thanks JakeRivers bring this to my attention, good eye)

Edited by TeeeBOMB
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Very easy. Cash shop. No more sleep powders from the 2s and 5s premtime purchases. No more referrals to buy. No cheap powders on the market anymore. No SB from missions. Go, buy.

 

Isn't the intention clear?

Edited by Jaz
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Time to lose sleep over losing sleep bonus? :) But yeah, that disappointed me, as well. Was a nice thing to have, and I don't think any customers were complaining.

 

I also got stiffed for my last mission completion, the one that was in effect before the update and carried over into it. Worked hard to finish it, but no bonus. :( Would have been nice if the developers had cancelled ongoing missions if they weren't going to award anything for them after the update, or had at least let us know they wouldn't award anything.

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27 minutes ago, TeeeBOMB said:

(thanks JakeRivers bring this to my attention, good eye)

 

Give it a few days and when people stop poking in dirt for broken bits of marble shards and notice how nerfed the mission system got.

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